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Sentinel Comics RPG Core Rulebook

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Assign Dice to Traits

Assign one die to each trait so the environment can

get its own dice pool whenever it comes into play.

There’s no hard-set rule for assigning dice to traits.

You’re not required to balance a high die rating by

assigning a low one to another trait. You should

gauge it on how important a trait is for establishing

the environment’s impact on a scene.

You can consult the following table for guidelines,

but don’t feel constrained by it. Go with what feels

right for the type of environment you’re creating.

Die Size

Impact on Scene

Minimal

Average

Challenging

Dangerous

Catastrophic

Jennifer decides that Eldritch Storm’s Over Rook City’s

Horrific Distortion should be the most dangerous

element of the environment and assigns to it. She

assigns to the other two, giving her:

• Dimensional Rifts

• Horrific Distortions

• Malevolent Chaos

Don’t sweat die size too much: default to

and if nothing else strongly suggests itself.

Create Specific Twists & Threats

An environment usually has two or three different

minor twists and one major twist for each status zone

of the scene tracker. As the situation heats up, threats

and distractions from the environment get increasingly

harder to deal with. When creating your twists, you

want to create that sense of increasing doom.

To create environment twists, you tap into the

environment’s dice traits, imagine what annoying

and/or dangerous situation could happen, and scale

them to the severity of the situation (i.e., the color

of the scene tracker). It helps to imagine that, as the

situation progresses in a scene, the elements of the

environment are put under as much stress as the

heroes. Imagine your environment going through a

three-stage catastrophe: Stable (Green), Decaying

(Yellow), Collapse (Red). If you can picture the

catastrophic story of your environment as villains

and heroes battle in it, causing collateral damage

and chaos, you have a solid base to build your twists.

Jennifer envisions the three stages of Eldritch Storm

Over Rook City like this:

Green The Storm gathers, creating annoyances

and weirdness.

Yellow The Storm rages all around, twisting reality

before the heroes’ eyes.

Red Something dark and dangerous is emerging…

Mechanically speaking, most environment twists

resemble the abilities of heroes and villains. They

are game effects keyed off the dice you roll when

the environment takes its turn or when its twists

are invoked. In that sense, they add complications

to a scene based on the value of the environment’s

Min, Mid, and Max dice, or a combination of them.

And much like abilities, environment twists tend to

have a larger impact as the scene tracker progresses

from Green to Red.

The following is a list of typical effects you can

add to your twists:

• Perform a basic action

- Hinder one or more targets

- Boost one or more targets

- Attack one or more targets

- Defend one or more targets

- Overcome a challenge

• Add threats (allied, hostile, or neutral)

• Introduce a challenge

• Advance the scene tracker

• Trigger a doomsday device

• Action from a powerful entity

• A combination of 2 (or more) of the above

Before we break things down a bit further,

it’s important to note that many, if not most,

environment twists target one or more characters.

That doesn’t necessarily imply those targets need

to be heroes; some are far less discriminatory. The

nature of the environment and how you describe

the twist should help determine who gets affected.

Creating Environments

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

241

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